List of usage examples for android.opengl GLES20 glBindTexture
public static native void glBindTexture(int target, int texture);
From source file:com.tumblr.cardboard.Tumblr3DActivity.java
/** * Draw the rect. We've set all of our transformation matrices. Now we simply pass them into * the shader./*from w w w. j a va 2 s. co m*/ */ public void drawRect(int texIndex) { if (mRectTextureIds[texIndex] < INVALID_TEXTURE) { // can't draw this rectangle return; } // This is not the floor! GLES20.glUniform1f(mIsFloorParam, 0f); // Set the active texture unit GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + texIndex); // Bind the texture to this unit. GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mRectTextureIds[texIndex]); // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0. GLES20.glUniform1i(mRectTextureUniformParam, texIndex); // Set the Model in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(mModelParam, 1, false, mModelRect[texIndex], 0); // Set the ModelView in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(mModelViewParam, 1, false, mModelView, 0); // Set the position of the rect GLES20.glVertexAttribPointer(mPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mRectVertices); // Set the ModelViewProjection matrix in the shader. GLES20.glUniformMatrix4fv(mModelViewProjectionParam, 1, false, mModelViewProjection, 0); // Set the normal positions of the rect, again for shading GLES20.glVertexAttribPointer(mNormalParam, 3, GLES20.GL_FLOAT, false, 0, mRectNormals); // Connect texBuffer to "aTextureCoord". GLES20.glVertexAttribPointer(mRectTextureCoordinateParam, 2, GLES20.GL_FLOAT, false, 0, mRectTexCoords); // Enable the "aTextureCoord" vertex attribute. GLES20.glEnableVertexAttribArray(mRectTextureCoordinateParam); if (texIndex == mSelectedTexIndex || isLookingAtObject(texIndex)) { GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false, 0, mRectFoundColors); } else { GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false, 0, mRectColors); } GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, WorldLayoutData.RECT_COORDS.length / 3); // 3 b/c triangles checkGLError("Drawing rect"); }
From source file:com.sveder.cardboardpassthrough.MainActivity.java
/** * Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as * a parameter./*from www .ja v a 2s .c o m*/ * @param transform The transformations to apply to render this eye. */ @Override public void onDrawEye(EyeTransform transform) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glUseProgram(mProgram); GLES20.glActiveTexture(GL_TEXTURE_EXTERNAL_OES); GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture); mPositionHandle = GLES20.glGetAttribLocation(mProgram, "position"); GLES20.glEnableVertexAttribArray(mPositionHandle); GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate"); GLES20.glEnableVertexAttribArray(mTextureCoordHandle); GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer); mColorHandle = GLES20.glGetAttribLocation(mProgram, "s_texture"); GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); // Disable vertex array GLES20.glDisableVertexAttribArray(mPositionHandle); GLES20.glDisableVertexAttribArray(mTextureCoordHandle); Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0); // mPositionParam = GLES20.glGetAttribLocation(mGlProgram, "a_Position"); // mNormalParam = GLES20.glGetAttribLocation(mGlProgram, "a_Normal"); // mColorParam = GLES20.glGetAttribLocation(mGlProgram, "a_Color"); // // GLES20.glEnableVertexAttribArray(mPositionParam); // GLES20.glEnableVertexAttribArray(mNormalParam); // GLES20.glEnableVertexAttribArray(mColorParam); // checkGLError("mColorParam"); // // // Apply the eye transformation to the camera. // Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0); // // // Set the position of the light // Matrix.multiplyMV(mLightPosInEyeSpace, 0, mView, 0, mLightPosInWorldSpace, 0); // GLES20.glUniform3f(mLightPosParam, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], // mLightPosInEyeSpace[2]); // // // Build the ModelView and ModelViewProjection matrices // // for calculating cube position and light. // Matrix.multiplyMM(mModelView, 0, mView, 0, mModelCube, 0); // Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0, mModelView, 0); // drawCube(); // // // Set mModelView for the floor, so we draw floor in the correct location // Matrix.multiplyMM(mModelView, 0, mView, 0, mModelFloor, 0); // Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0, // mModelView, 0); // drawFloor(transform.getPerspective()); }
From source file:com.aimfire.gallery.cardboard.PhotoActivity.java
/** * Draws a frame for an eye./*from ww w.j a v a2 s .c o m*/ * * @param eye The eye to render. Includes all required transformations. */ @Override public void onDrawEye(Eye eye) { if (mAssetInd == -1) { // we are still showing instruction, return without doing anything return; } if (!mAssetChangedLeft && !mAssetChangedRight) { // nothing changed, do nothing and return return; } if (eye.getType() == Eye.Type.LEFT) mAssetChangedLeft = false; else if (eye.getType() == Eye.Type.RIGHT) mAssetChangedRight = false; GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); checkGLError("mColorParam"); GLES20.glUseProgram(mPicProgram); GLES20.glUniform1f(mDimRatioParam, mDimRatio); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); if (eye.getType() == Eye.Type.LEFT) { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureCurr[0]); } else { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureCurr[1]); } // set the zoom level GLES20.glUniform1f(mZoomParam, sZoom[mImgZoomInd]); /* * if user prefers negative parallax, shift window on left frame leftward and right frame * rightward. if user prefers positive parallax, do the opposite */ if (eye.getType() == Eye.Type.LEFT) { GLES20.glUniform1f(mParallaxParam, mImgParallaxAdj / 2.0f); } else { GLES20.glUniform1f(mParallaxParam, -mImgParallaxAdj / 2.0f); } // Set the position of the picture //float zoomCoords[] = new float[picCoords.length]; //for(int i=0; i<picCoords.length; i++) //zoomCoords[i] = picCoords[i] * zoom[zoomInd]; //ByteBuffer bblVertices = ByteBuffer.allocateDirect(zoomCoords.length * 4); ByteBuffer bblVertices = ByteBuffer.allocateDirect(picCoords.length * 4); bblVertices.order(ByteOrder.nativeOrder()); mPicVertices = bblVertices.asFloatBuffer(); //mPicVertices.put(zoomCoords); mPicVertices.put(picCoords); mPicVertices.position(0); GLES20.glVertexAttribPointer(mPicPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, mPicVertices); GLES20.glDrawElements(GLES20.GL_TRIANGLES, /* mode */ 6, /* count */ GLES20.GL_UNSIGNED_SHORT, /* type */ mPicElements /* element array buffer offset */ ); }
From source file:com.tumblr.cardboard.Tumblr3DActivity.java
/** * Loads a bitmap into OpenGL./*from ww w . j a v a 2 s.c o m*/ * * @param texIndex the desired texture index * @param bitmap the bitmap to put into OpenGL */ private void loadTextureInternal(int texIndex, Bitmap bitmap, boolean recycle) { GLES20.glGenTextures(1, mTextureIds, texIndex); Log.d(TAG, "loading texture: " + texIndex + " -> " + mTextureIds[texIndex]); if (mTextureIds[texIndex] != INVALID_TEXTURE && bitmap != null && !bitmap.isRecycled()) { // Set the active texture unit GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + texIndex); Matrix.setIdentityM(mImageRect[texIndex], 0); Matrix.scaleM(mImageRect[texIndex], 0, 1f, (float) bitmap.getHeight() / bitmap.getWidth(), 1f); // Bind to the texture in OpenGL GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[texIndex]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); // Set filtering GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); // Load the bitmap into the bound texture. GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); mRectTextureIds[texIndex] = mTextureIds[texIndex]; } else { Log.w(TAG, "Failed to load: " + texIndex); } if (mTextureIds[texIndex] == INVALID_TEXTURE) { Log.e(TAG, "Error loading texture."); } }
From source file:com.tumblr.cardboard.Tumblr3DActivity.java
private void updateTexture(int texIndex, Bitmap bitmap) { if (mTextureIds[texIndex] != INVALID_TEXTURE && bitmap != null && !bitmap.isRecycled()) { // Set the active texture unit GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + texIndex); Matrix.setIdentityM(mImageRect[texIndex], 0); Matrix.scaleM(mImageRect[texIndex], 0, 1f, (float) bitmap.getHeight() / bitmap.getWidth(), 1f); // Bind to the texture in OpenGL GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureIds[texIndex]); // Load the bitmap into the bound texture. GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); } else {//from www. j a v a 2s . c o m Log.w(TAG, "Failed to update: " + texIndex + " val: " + mTextureIds[texIndex]); } }